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Elengard: Ascension News

New game update: patch 1.21.3

[p]Hi people! This update comes mainly with memory optimization of chapter 1 areas, as stated here.[/p][p][/p][p]Changelog:[/p]
  • [p]Optimization: memory and fps optimization in chapter 1 areas. Saved 2Gb-5Gb RAM, 10%-38% FPS (measured in specific locations)[/p]
  • [p]Adjusted LODs (Level of Detail) of some trees, so they keep the higher resolution LODs across a higher distances[/p]
  • [p]Bugfixes[/p]
    • [p]Fixed items with infinite item amount not appearing on stores (like arrows)[/p]
    • [p]Fixed item panel in Crafting/Item Improvement panel being able to be dragged out of the panel[/p]
    • [p]Fixed creature spawners not spawning in some circumstances[/p]
  • [p]Minimap zoom is now saved [/p]
  • [p]Default locked target aim changed to the "discrete" one (now called grey)[/p]
  • [p]Added support to custom localization, meaning you can now add your own translations to the game. You can simply copy the tables in Elengard Ascension_Data\\StreamingAssets\\Language\\Original\\en\\ to Elengard Ascension_Data\\StreamingAssets\\Language\\Custom\\ and follow the patterns, but I will create a readme for detailed instructions.[/p]
  • [p]Reduced companion interaction radius when in party, to further reduce the chance of talking to them when trying to loot[/p]
  • [p]Removed one archer (the strongest) from an encounter in Glenvael Forest, previously with 3 archers + 1 rogue. [/p]
  • [p]The entire Prologue is available again in the demo, with some abilities locked.[/p]

Weekly report and roadmap

[p]Hi people. I've been busy this week with other matters, therefore it was not possible to come with a game update for the weekend. Still, I bring the weekly report and the roadmap for future updates.[/p][p]I am currently working on area optimization, mainly on memory optimization, with some repercussion on FPS. For now, I recorded a saving of about 5GB of RAM in some areas, like Death's Pass, Valmsteim Forest and Dark Forest, while other areas have about 2GB of savings. The FPS improvement ranged from 10% to 38% (measured in specific spots).[/p][p]The next update, with this optimization, should arrive next week. This will be the last update before I dive deep into the software "infrastructure" to reform it in order to make it more viable to accommodate future features, like improved AI, an improved action/ability system, etc. This means I will become more absent while doing this, but I may occasionally release small urgent updates if really needed.[/p][p]Now about the roadmap. It is not viable to have a predefined set of tasks with expected starting/ending dates, so the roadmap is more abstract. Here is a summary:[/p][p]First year (2026): improve and create new systems[/p]
  • [p]Complete ability trees[/p]
  • [p]Improve/redesign AI (includes improved control of companion AI)[/p]
  • [p]Improve UI. Not just aesthetics, but the structure, and make it controller-friendly[/p]
  • [p]Controller support[/p]
  • [p]Optimization: better area loading, reducing area memory usage, mesh combining on NPC gear, faster AI[/p]
  • [p]QoL improvements[/p]
  • [p]Inventory system reworked[/p]
[p]Second year (2027): polishing and narrative[/p]
  • [p]Polishing audiovisual elements: 3D models, animations, sound effects, improving map visual details[/p]
  • [p]Improving narrative: improving and/or redesigning quests, creating new quests, events, and dialogues. Probably redesigning some maps to accommodate the quests/events.[/p]
[p]There is no strict division between the tasks of year one and year two, though. This is just the emphasis of each year. And of course there are many omitted details here.[/p][p][/p][p]After the next update, I am aiming on extending the ability trees as well as enhancing/reworking some mechanics. The main target of this is a spellblade-friendly system.[/p]

New game update: patch 1.21.2

[p]Changelog:[/p]
  • [p]Bugfixes:[/p]
    • [p]Triggering Diana encounter cutscene if reloading the game near Diana[/p]
    • [p]Wrong position of visual effects of enchantments[/p]
    • [p]Presets of Fire Mage and Mage (Debuff) with incomplete abilities[/p]
  • [p]Added message if attempting to open the boulder in Glenvael - East after speaking to Diana but before speaking to Finnian[/p]
  • [p]Enchantment visual effect now scales according to the blade (hit part) size, to avoid hyper concentration of many particles in small volumes[/p]
  • [p]New options:[/p]
    • [p]VSync: actually, VSync was always used by default, but now you can switch on/off as a game option[/p]
    • [p]Windowed Mode[/p]
    • [p]Bloom: you can change the intensity between 40% and 150% of the default value. 0% is not allowed since bloom is a heavy part of the visual identity of the game[/p]

New game update: patch 1.21.1

[p]Hi people. This patch comes with changes in Manual Mode, demo content reduced, bugfixes and miscelaneous.[/p][p][/p][p]Changelog:[/p]
  • [p]Demo content reduced: as warned before, only first area is available, but no ability is locked anymore[/p]
  • [p]Most camps near area entrances are now easier to find.[/p]
  • [p]Manual Combat: changes to make it more manual and a bit closer to an ARPG[/p]
    • [p]You can now attack with no target selected[/p]
    • [p]Character does not auto run to the target when attacking[/p]
    • [p]Character does not auto strafe when Waiting[/p]
    • [p]Attacks/defenses mechanics remain the same, but you need to be close enough for the attack to conenct to the target. Ranged attacks connect easier. Special abilities are not affected.[/p]
    • [p]The toggle button (manual or auto) at the right corner of the screen is now saved (i.e. keeps state when reloading)[/p]
  • [p]Default key for Switch Cam Mode is now End[/p]
  • [p]Changed some text of Jeremy dialogue to make it more clear that the daughters are not near Valmsteim [/p]
  • [p]Cancel ability target with right click[/p]
  • [p]Bugfixes:[/p]
    • [p]Fire Elemental summoned over the stone altar and getting stuck, in Glenvael Village[/p]
    • [p]Issue when changing camera mode while in Manual Mode[/p]
    • [p]Weapon range auto detection fix. Spear is the most affected (increased range now)[/p]
    • [p]FPS Limit option not working[/p]
    • [p] Empty Diana dialogue when returning to Darissa's inn when being dismissed[/p]
    • [p] Minor Font UI adjustments in consumed arganon stone panel[/p]
    • [p]Creature position validation on realoading had issues which sometimes made NPCs go to house roofs [/p]
    • [p]Pathfinding: fence in Glenvael Village ignoring pathing system[/p]

Demo content decreased

[p]Hi everyone. The demo will have its content limited soon. The current plan is to have only the village area in the demo, and to unlock druid abilities.[/p]